Mordhau
 Josh
Knight
  • Likes received 51
  • Date joined 24 Apr '17
  • Last seen 15h

Private Message

Knight 40 51
  • 15 Sep
 Josh

Does uninstalling this Windows update help? https://www.windowslatest.com/2019/09/12/windows-10-kb4515384-audio-issues/

Though I'm not sure if this would help for anyone who had this issue before last week.

Knight 40 51
  • 13 Sep
 Josh

Same as this issue? https://mordhau.com/forum/topic/19677/complete-loss-of-audio-behind-the-player/

They had temporary success changing the spatial sound settings in Windows but the issue seemed to come back and actually affected their other games too.

Knight 40 51
  • 11 Sep
 Josh

Changing the timer would probably be a good way to get a 50% win rate if that's what they're aiming for on balance, but it wouldn't be a very fun way of balancing it, the maps would still have any issues making them imbalanced and players would have to spend more time playing with the imbalance.

This might also lead to the least balanced maps being disproportionately played, e.g. imagine if Taiga is very imbalanced and requires 30 mins, but Camp is more balanced and only requires 15, then players would be spending twice as much time on Taiga than Camp assuming they're equally voted.

They should figure out what makes stages imbalanced or frustrating and solve that. Moving the barrels on Taiga seems to be very difficult (though not a big sample size yet), so maybe the barrels should be placeable and then picked up later so people can defend themselves? Would be more interesting to play than it currently is, especially if the defenders are able to destroy the barrels while they're on the floor.

But as long as the objectives are entertaining enough to play, then being balanced isn't too important. We'd probably want the defenders to be favoured most of the time, with each objective getting less likely to be completed. e.g. if 20% of the time the attackers fail the 1st objective of Camp, 40% of the time they fail the second, 60% they fail the third and 80% they fail the fourth. That could be better than 50% of the time succeeding all objectives as it'll feel like more of an achievement to get far.

Knight 40 51
  • 10 Sep
 Josh

With the latest patch we got:

  • There’s now a fixed amount of closest objective icons that show up, preventing too much clutter

Can we get an option to revert this? I prefer to know where all the objectives are (e.g. it's useful to know the locations of surviving foresters in the first Taiga objective for example) and the popping in animation is a bit distracting. Plus an on-screen objective marker can sometimes get hidden, which makes you think that the objective has been lost.

Knight 40 51
  • 8 Sep
 Josh

Would the game be better or worse if we could chamber attacks during their windups?

I was mainly thinking of stabs with long weapons at facehug range, where the weapon model can be inside your player during the windup, but it could apply to very fast accels as well. If you could chamber during windups then it would discourage players from facehugging if they have a long weapon and would slightly increase the risk of doing fast accels.

I'm not quite sure what the effect on the game would be though if this was in place. Would we also want chambers during windup to cost a different amount of stamina? Less stamina cost to discourage facehugging or more stamina cost to discourage spamming chambers?

Knight 40 51
  • 4 Sep
 Josh

If you combo feint to parry in 1v1 then you are already being punished.

Take longsword vs longsword for example; a miss costs 8 stamina, a feint costs 10 stamina and parrying the other longsword costs 6 stamina. It's costing them 24 stamina each time they combo feint to parry, so they're gonna lose very quickly if they keep doing it.

In addition to the stamina cost, you have a lot of initiative against someone who has started comboing because they can't rely on a chamber to counter your feints.

If you predict someone's going to miss early enough, then you can also start an attack to hit them during their release and they'll have no chance of parrying, but this is usually more risk than it's worth if you don't have excellent timing and forcing them CFTP is already a big advantage for no risk.

Knight 40 51
  • 2 Sep
 Josh

I don't seem to get this issue at all, sounds seem to be pretty similar in volume if in front or behind me. I tried a lute in the test level and I definitely didn't experience what you've captured in your video, I could also hear grunts and footsteps etc behind me fine.

Could there be an issue with your audio settings in Windows (maybe it's set to surround sound but needs to be set to stereo?) If messing with Windows audio settings doesn't help then try and verify the game files/reinstall if you can, in case something's messed up with your files.

Knight 40 51
 Josh

When dodging, your character will prioritise climbing something in front of you if it's possible to climb it. It would be better if it only climbed when you're holding the key to move forward, or not holding any directional keys at all.

There also seems to be a bug with some sets of stairs where they are considered climbable objects, so your character will keep trying to climb them when you dodge on them. The severity of this varies a lot, so some sets of stairs will constantly do it, while others will do it only at certain points.

Spamming backwards dodge on one of the sets of stairs on Grad looks like this: https://gfycat.com/commonfakedutchsmoushond

These are all the sets of stairs I could find with this issue: https://imgur.com/a/GgpxFCc

EDIT: I also noticed in the clip that my character regens 6 stamina during my first dodge, after testing this a bit it looks like stamina continues to regen sometmes if your character goes airborne during a dodge

Knight 40 51
  • 30 Aug
 Josh

There's no point retaliating to team damage now, just votekick them after they've had a few hits. It should be a lot easier in your situation since he'll be at an extremely high damage %

Of course I agree that it would be nice if there was a quicker way than the console to kick someone, like looking at them and pressing a button similar to how the mute function works.

Knight 40 51
  • 30 Aug
 Josh

Imagine Flesh Wound as a piece of armour that always adds 1 HTK in these circumstances:

  • Hit in the legs
  • Hit in the torso, but not the arms
  • Hit in the left arm while using a 1 handed weapon

A lot of armour pieces don't add more HTK against a lot of weapons when you upgrade them in these circumstances, but Flesh Wound does. You are still a threat during the 5 second timer and can do a lot of damage in that time, if you get down to zero stamina during this time (as long as you're not purely wasting it) then you've reached the point where you would most certainly have been killed anyway if you weren't using Flesh Wound.

You also get the speed boost from lower armour if you're using it to replace armour pieces. There's a good reason so many players use it in competitive matches.

It's true that it's less useful in frontline, this nerf is probably a result of trying to balance it for competitive game modes, but frankly I think it would be better if competitive events just banned the perk from being used.

Knight 40 51
  • 30 Aug
 Josh

Parry window reduced 25ms (this is mainly compensation for the new releases)
Chamber window for strike and stab reduced 50ms
Stabs now have 25ms smaller feint and morph windows than strikes
Combo feint window increased 100ms
Hitstop recovery is now 50ms faster (hitstop followup attacks can be started 50ms faster)

Can we get clarification on what the timings for these currently are now? Just in case some of us hadn't committed the previous values to memory...

Knight 40 51
  • 1
  • 28 Aug
 Josh

Have you checked that everything is redeemed on the purchases page? https://mordhau.com/shop/purchases/

Knight 40 51
  • 27 Aug
 Josh

Hitting people in the back is already super strong because it's slightly more difficult to defend against attacks you can't see.

And if you're hitting someone in the back then it's probably because they're fighting someone else, so not only do they get flinched, but they have to turn around to figure out what hit them and defend against it, which now means the player they were already fighting against can hit them in the back!

If you want to do extra damage then just make sure you hit them in the head.

Knight 40 51
  • 26 Aug
 Josh

Your character currently already picks up the ammo from dead archers, you need to walk close enough to their bow and then you'll get their ammo automatically, you need to have the same type bow though and the bows despawn pretty quickly so it's only really useful at close range.

I agree that archers should be able to kick. Usually if you're at that range and still have your bow out, I would say that the archer doesn't deserve to live, but if a player manages to get kicked by someone who can only kick then maybe that player doesn't deserve to live either...

Knight 40 51
  • 26 Aug
 Josh

@VampireDuck said:
idk, this definitly isnt a 100% definitly hacking situation i dont think. There are clearly imperfections in his movement unlike other really jerky and precice aim bots. Every thing he was doing looked possible for a human to do if they are a top tier player, however this person's only level 44 (it could be a smurf i guess). Either way, yeah I'd look into it.

The wobbles at 1:30 and 2:20 in the second video are examples of it going janky (it looks like the aimbot is locked to the enemies head on the x-axis, so when they get in close range and move their head a lot the bot gets jerky) and I suspect that the crossbow usage between 0:33 and 0:43 is the aimbot predicting player movement on the x-axis, but he never bothers compensating with the y-axis.

The visual indicator of where his strikes will go on the crosshair also doesn't change during his camera movements (though I don't know if this kind of thing happens when not using the 240 system, or through some setting, so I'm not sure if it means anything)

Knight 40 51
  • 26 Aug
 Josh

@c08188447bf245df said:
He’s 1000% NOT hacking.

That looks like a blatantly obvious hack actually, mouse movement is perfectly tracking people (horizontally at least) and the counter kicks come out immediately.

But in the future you should just message a mod on discord about hackers (https://discordapp.com/invite/mordhau)

Knight 40 51
  • 1
  • 25 Aug
 Josh

Ripostes seem to continue even after you take the damage to activate flesh wound, I'm not sure if this only applies when your limbs are cut off, but currently you can hit someone with a 2-handed weapon even after dropping it due to losing your arms.

Video (~32MB):
https://giant.gfycat.com/SpiritedAgedCollie.webm

Knight 40 51
  • 25 Aug
 Josh

When I've reported people it's been by messaging moderators on the discord (https://discordapp.com/invite/mordhau) and giving video evidence and their steam profile. At the very least you should be able to get them banned from official servers if these rules are anything to go by: https://www.reddit.com/r/Mordhau/comments/bng970/mordhau_official_server_rules/

Knight 40 51
  • 22 Aug
 Josh

Having a high FoV is a way bigger advantage vs a low FoV than being 3rd vs 1st person (frankly the camera angle of 3rd person makes it a disadvantage against enemies directly in front of you). So if we're worried about advantages then we should be able to avoid players using a different FoV or aspect ratio.

I highly doubt they want to split the community by these kinds of things as soon as ranked is released, it'll reduce the pool of players that you can match with, which could be disastrous depending on how many people actually use each option.

1st and 3rd person each have their advantages/disadvantages and I wouldn't say either is strictly better at this stage, having a ranked matchmaking where both is allowed will probably be the best way to find out if one is strictly superior, so it's best to wait and see what happens.

Knight 40 51
  • 10 Aug
 Josh

What's this defeatist attitude? We should be telling Blizzard that patchie is gonna steal all their players and that they should delay releasing their 13 year old game for at least another few months